using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using GeoClipmapping.Components;

namespace GeoClipmapping
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class ClipmapGame : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;

        private FreeCameraComponent freeCameraComp;
        private TerrainComponent terrainComp;
        private FPScounter fpsComp;

        public ClipmapGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // create components
            fpsComp = new FPScounter(this);
            freeCameraComp = new FreeCameraComponent(this);
            terrainComp = new TerrainComponent(this);

            // register components
            Components.Add(fpsComp);
            Components.Add(freeCameraComp);
            Components.Add(terrainComp);

            // register services
            Services.AddService(typeof(Camera), freeCameraComp.Camera);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            this.Window.Title = fpsComp.ToString("fc", null) + fpsComp.ToString("tc", null);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            base.Draw(gameTime);
        }
    }

    #region Entrypoint
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            using (ClipmapGame game = new ClipmapGame())
            {
                game.Run();
            }
        }
    }
    #endregion
}
